ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.32 by root, Tue Sep 12 18:15:34 2006 UTC vs.
Revision 1.41 by root, Tue Sep 19 22:05:55 2006 UTC

56{ 56{
57 key_value *next; 57 key_value *next;
58 shstr key, value; 58 shstr key, value;
59}; 59};
60 60
61struct UUID
62{
63 uint64 seq;
64};
65
66extern void init_uuid ();
67extern UUID gen_uuid ();
61 68
62/* Definition for WILL_APPLY values. Replaces having harcoded values 69/* Definition for WILL_APPLY values. Replaces having harcoded values
63 * sprinkled in the code. Note that some of these also replace fields 70 * sprinkled in the code. Note that some of these also replace fields
64 * that were in the can_apply area. What is the point of having both 71 * that were in the can_apply area. What is the point of having both
65 * can_apply and will_apply? 72 * can_apply and will_apply?
68#define WILL_APPLY_TREASURE 0x02 75#define WILL_APPLY_TREASURE 0x02
69#define WILL_APPLY_EARTHWALL 0x04 76#define WILL_APPLY_EARTHWALL 0x04
70#define WILL_APPLY_DOOR 0x08 77#define WILL_APPLY_DOOR 0x08
71#define WILL_APPLY_FOOD 0x10 78#define WILL_APPLY_FOOD 0x10
72 79
73
74/* However, if you're keeping a pointer of some sort, you probably 80/* However, if you're keeping a pointer of some sort, you probably
75 * don't just want it copied, so you'll need to add to common/object.C, 81 * don't just want it copied, so you'll need to add to common/object.C,
76 * e.g. copy_object. 82 * e.g. copy_object.
77 */ 83 */
78 84
85typedef refptr<object> object_ptr;
86
79// these are not being copied 87// these are not being copied
80ACC_CLASS (object) 88ACC_CLASS (object)
81struct object_keep : refcounted 89struct object_keep : refcounted
82{ 90{
83 tag_t ACC (RW, count); /* Unique object number for this object */ 91 tag_t ACC (RW, count); /* Generation count for this object */
92 UUID uuid; // Unique Identifier, survives saves etc.
84 93
85 /* These variables are not changed by copy_object() */ 94 /* These variables are not changed by copy_object() */
86 struct pl *ACC (RW, contr); /* Pointer to the player which control this object */ 95 player *ACC (RW, contr); /* Pointer to the player which control this object */
87 struct object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 96 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
88 struct object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 97 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
89 struct object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 98 object *ACC (RW, active_next); /* Next & previous object in the 'active' */
90 struct object *ACC (RW, active_prev); /* List. This is used in process_events */ 99 object *ACC (RW, active_prev); /* List. This is used in process_events */
91 /* so that the entire object list does not */ 100 /* so that the entire object list does not */
92 /* need to be gone through. */ 101 /* need to be gone through. */
93 struct object *ACC (RW, below); /* Pointer to the object stacked below this one */ 102 object *ACC (RW, below); /* Pointer to the object stacked below this one */
94 struct object *ACC (RW, above); /* Pointer to the object stacked above this one */ 103 object *ACC (RW, above); /* Pointer to the object stacked above this one */
95 /* Note: stacked in the *same* environment */ 104 /* Note: stacked in the *same* environment */
96 struct object *inv; /* Pointer to the first object in the inventory */ 105 object *inv; /* Pointer to the first object in the inventory */
97 struct object *ACC (RW, container); /* Current container being used. I think this 106 object *ACC (RW, container); /* Current container being used. I think this
98 * is only used by the player right now. 107 * is only used by the player right now.
99 */ 108 */
100 struct object *ACC (RW, env); /* Pointer to the object which is the environment. 109 object *ACC (RW, env); /* Pointer to the object which is the environment.
101 * This is typically the container that the object is in. 110 * This is typically the container that the object is in.
102 */ 111 */
103 struct object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 112 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
104 struct object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 113 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
105 struct mapstruct *ACC (RW, map); /* Pointer to the map in which this object is present */ 114 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
106}; 115};
107 116
108// these are being copied 117// these are being copied
109struct object_copy : attachable<object> 118struct object_copy : attachable<object>
110{ 119{
111 refptr<object> ACC (RW, owner); /* Pointer to the object which controls this one */
112 shstr ACC (RW, name); /* The name of the object, obviously... */ 120 shstr ACC (RW, name); /* The name of the object, obviously... */
113 shstr ACC (RW, name_pl); /* The plural name of the object */ 121 shstr ACC (RW, name_pl); /* The plural name of the object */
114 shstr ACC (RW, title); /* Of foo, etc */ 122 shstr ACC (RW, title); /* Of foo, etc */
115 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 123 shstr ACC (RW, race); /* human, goblin, dragon, etc */
116 shstr ACC (RW, slaying); /* Which race to do double damage to */ 124 shstr ACC (RW, slaying); /* Which race to do double damage to */
119 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 127 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
120 shstr ACC (RW, lore); /* Obscure information about this object, */ 128 shstr ACC (RW, lore); /* Obscure information about this object, */
121 /* To get put into books and the like. */ 129 /* To get put into books and the like. */
122 shstr ACC (RW, materialname); /* specific material name */ 130 shstr ACC (RW, materialname); /* specific material name */
123 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 131 shstr ACC (RW, custom_name); /* Custom name assigned by player */
132 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
133 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
134 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
135 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
136 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
137 object_ptr ACC (RW, spell); /* Spell that was being cast */
138 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
124}; 139};
125 140
126// these are being copied and also cleared 141// these are being copied and also cleared
127struct object_pod 142struct object_pod
128{ 143{
144 New_Face *ACC (RW, face); /* Face with colors */
129 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 145 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
130 float ACC (RW, speed); /* The overall speed of this object */ 146 float ACC (RW, speed); /* The overall speed of this object */
131 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 147 float ACC (RW, speed_left); /* How much speed is left to spend this round */
132 uint32 ACC (RW, nrof); /* How many of the objects */ 148 uint32 ACC (RW, nrof); /* How many of the objects */
133 New_Face *ACC (RW, face); /* Face with colors */
134 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 149 sint8 ACC (RW, direction); /* Means the object is moving that way. */
135 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 150 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
136 151
137 /* This next big block are basically used for monsters and equipment */ 152 /* This next big block are basically used for monsters and equipment */
138 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 153 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
161 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 176 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */
162 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 177 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
163 sint32 ACC (RW, weight); /* Attributes of the object */ 178 sint32 ACC (RW, weight); /* Attributes of the object */
164 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 179 sint32 ACC (RW, weight_limit); /* Weight-limit of object */
165 sint32 ACC (RW, carrying); /* How much weight this object contains */ 180 sint32 ACC (RW, carrying); /* How much weight this object contains */
166 living ACC (RO, stats); /* Str, Con, Dex, etc */
167 sint64 ACC (RW, perm_exp); /* Permanent exp */ 181 sint64 ACC (RW, perm_exp); /* Permanent exp */
168 struct object *ACC (RW, current_weapon); /* Pointer to the weapon currently used */
169 uint32 ACC (RW, weapontype); /* type of weapon */ 182 uint32 ACC (RW, weapontype); /* type of weapon */
170 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 183 uint32 ACC (RW, tooltype); /* type of tool or build facility */
171 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 184 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
172 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 185 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
186 living ACC (RO, stats); /* Str, Con, Dex, etc */
173 /* See the doc/Developers/objects for more info about body locations */ 187 /* See the doc/Developers/objects for more info about body locations */
174 188
175 /* Following mostly refers to fields only used for monsters */ 189 /* Following mostly refers to fields only used for monsters */
176 tag_t ACC (RW, ownercount); /* What count the owner had (in case owner has been freed) *///TODO: remove/fix
177 struct object *ACC (RW, enemy); /* Monster/player to follow even if not closest */
178 struct object *ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
179 tag_t ACC (RW, attacked_by_count); /* the tag of attacker, so we can be sure */
180 struct treasureliststruct *ACC (RW, randomitems); /* Items to be generated */
181 struct object *ACC (RW, chosen_skill); /* the skill chosen to use */
182 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 190 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
183 /* changes made by kholland@sunlab.cit.cornell.edu */ 191 /* changes made by kholland@sunlab.cit.cornell.edu */
184 /* allows different movement patterns for attackers */ 192 /* allows different movement patterns for attackers */
185 sint32 ACC (RW, move_status); /* What stage in attack mode */ 193 sint32 ACC (RW, move_status); /* What stage in attack mode */
186 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 194 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
187 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 195 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
188 struct object *ACC (RW, spellitem); /* Spell ability monster is choosing to use */
189 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 196 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
190 /* races/classes can need less/more exp to gain levels */ 197 /* races/classes can need less/more exp to gain levels */
191 198
192 /* Spell related information, may be useful elsewhere 199 /* Spell related information, may be useful elsewhere
193 * Note that other fields are used - these files are basically 200 * Note that other fields are used - these files are basically
194 * only used in spells. 201 * only used in spells.
195 */ 202 */
196 sint16 ACC (RW, duration); /* How long the spell lasts */ 203 sint16 ACC (RW, duration); /* How long the spell lasts */
197 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 204 sint16 ACC (RW, casting_time); /* time left before spell goes off */
198 uint16 ACC (RW, start_holding); 205 uint16 ACC (RW, start_holding);
199 struct object *ACC (RW, spell); /* Spell that was being cast */
200 char *ACC (RW, spellarg);
201 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 206 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
202 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 207 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
203 sint8 ACC (RW, range); /* Range of the spell */ 208 sint8 ACC (RW, range); /* Range of the spell */
204 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 209 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
210 char *ACC (RW, spellarg);
205 211
206 /* Following are values used by any object */ 212 /* Following are values used by any object */
213 treasurelist *ACC (RW, randomitems); /* Items to be generated */
207 struct archetype *ACC (RW, arch); /* Pointer to archetype */ 214 archetype *ACC (RW, arch); /* Pointer to archetype */
208 struct archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 215 archetype *ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */
216 key_value *key_values; /* Fields not explictly known by the loader. */
209 /* this objects turns into or what this object creates */ 217 /* this objects turns into or what this object creates */
210 uint32 flags[4]; /* various flags */ 218 uint32 flags[4]; /* various flags */
211 uint16 ACC (RW, animation_id); /* An index into the animation array */ 219 uint16 ACC (RW, animation_id); /* An index into the animation array */
212 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 220 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
213 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 221 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
220 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 228 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */
221 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 229 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
222 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 230 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
223 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 231 MoveType ACC (RW, move_slow); /* Movement types this slows down */
224 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 232 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
225 key_value *key_values; /* Fields not explictly known by the loader. */
226}; 233};
227 234
228struct object : zero_initialised, object_keep, object_copy, object_pod 235struct object : zero_initialised, object_keep, object_copy, object_pod
229{ 236{
237 typedef unordered_vector<object *> vector;
238
239 static vector mortals;
240 static vector active; // active objects, not yet used
241 static vector objects; // not used yet, use first->next->...
242 static object *first; // will be replaced by "objects"
243
230 static object *create (); 244 static object *create ();
231 void free (bool free_inventory = false); 245 void free (bool free_inventory = false);
232 246
233 static void free_mortals (); 247 static void free_mortals ();
234 static bool can_merge (object *op1, object *op2); 248 static bool can_merge (object *op1, object *op2);
235 249
236 void clear (); 250 void clear ();
237 void clone (object *destination); 251 void clone (object *destination);
238 252
253 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
254
255 void instantiate ()
256 {
257 if (!uuid.seq) // HACK
258 uuid = gen_uuid ();
259
260 attachable<object>::instantiate ();
261 }
262
239 void set_owner (object *owner); 263 void set_owner (object *owner);
240 object *get_owner (); 264
265 // info must hold 256 * 3 bytes currently
266 const char *debug_desc (char *info) const;
267 const char *debug_desc () const;
241 268
242 // fully recursive iterator 269 // fully recursive iterator
243 struct iterator_base 270 struct iterator_base
244 { 271 {
245 object *item; 272 object *item;
287#define get_object() object::create () 314#define get_object() object::create ()
288#define free_object(op) (op)->free (0) 315#define free_object(op) (op)->free (0)
289#define free_object2(op, free_inv) (op)->free (free_inv) 316#define free_object2(op, free_inv) (op)->free (free_inv)
290#define clear_owner(op) (op)->owner = 0 317#define clear_owner(op) (op)->owner = 0
291#define copy_owner(op,other) (op)->owner = (other)->owner 318#define copy_owner(op,other) (op)->owner = (other)->owner
319#define get_owner(op) (op)->owner
292#define clear_object(op) (op)->clear () 320#define clear_object(op) (op)->clear ()
293
294static inline object *
295get_owner (object *op)
296{
297 return op->get_owner ();
298}
299 321
300static inline void 322static inline void
301set_owner (object *op, object *owner) 323set_owner (object *op, object *owner)
302{ 324{
303 op->set_owner (owner); 325 op->set_owner (owner);
332struct archetype : zero_initialised 354struct archetype : zero_initialised
333{ 355{
334 archetype (); 356 archetype ();
335 ~archetype (); 357 ~archetype ();
336 358
359 static archetype *find (const char *arch);
360
337 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 361 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
338 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 362 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
339 struct archetype *ACC (RW, head); /* The main part of a linked object */ 363 struct archetype *ACC (RW, head); /* The main part of a linked object */
340 struct archetype *ACC (RW, more); /* Next part of a linked object */ 364 struct archetype *ACC (RW, more); /* Next part of a linked object */
341 object ACC (RO, clone); /* An object from which to do copy_object() */ 365 object ACC (RO, clone); /* An object from which to do copy_object() */
342 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 366 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
343 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 367 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
344 * in comparison to the head. 368 * in comparison to the head.
345 */ 369 */
346}; 370};
347 371
348extern object *objects; 372extern object *objects;
349extern object *active_objects; 373extern object *active_objects;
350 374

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines